Clue, the Moth-Man Support Assassin [ Art + Abilities ]

Diva Dan

Member


"Clue"​

A Mothman dedicated to revealing, pursuing, and placing hits on targets​


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Visual Design​

Clue is a completely monotone design drawing inspiration from folklore, grim noir settings, the natural mimicry of moths, and their obsession with light. His silhouette is extremely top-heavy, with his limbs getting skinnier and more insectoid as they flare out. His big fluffy moth body is burgeoning from his overcoat, and is also where he stuffs his various pieces of his crime-fighting kit. When he parries, he equips a camera with a large flash bulb. If the parry is successful, he takes a flash photo, stunning the enemy.

Weapon​

Hold out a magnifying glass to fire a condensed beam of white light (cone shaped bebop laser.) To reload, pull your lamp-like cord like a lawnmower to get it started again. Aiming down your sights will place the glass in front of your eye, and have a dramatic long-ranged zoom. Aiming at an enemy player with your magnifying glass will mark them on the map without having to shoot them, avoiding revealing yourself.

Abilities​

Hero Passive​

  • Tap your jump key in the air to initiate a glide. Gliding drains your stamina.
    • (Think Mina's umbrella, but gravity based. Forking up after a nosedive will carry you back into the air, for example.)

Shedding Light (25s)​

  • Throw your magnifying glass, dealing a concussive spirit burst.
    • (Doorman bell effect.) (Damage and projectile akin to Kelvin snowball.) (Small explosion AOE.)
  • The explosion sends an ultraviolet pulse, revealing all enemies around it.
60 spirit damage, 4 second reveal duration, 14m reveal range​

AP1​

+30 Damage​

AP2​

+12m Reveal range​

AP3​

Direct hits prevent stamina usage and silence movement abilities​

Apprehend (34s)​

  • Target a suspect to begin an arrest. If you stay next to the suspect for at least 80% of the channel duration, apprehend the suspect and immobilize them.
8m apprehension distance, 3s channel duration, 1.72s immobilize duration​

AP1​

-10s Cooldown​

AP2​

Apprehended Suspects Take Additional Weapon Damage​

AP3​

Apprehended Suspects Are Disarmed​

Criminal Pursuit (No Cooldown)​

  • Passive: Slain allies and neutrals leave a chalk outline. Touching this outline will reveal the killer's path of escape.
    • (The outline has an empty magnifying glass icon above it.) (Activating the outline will put the killers face inside of that icon.) (The path is made of tiny bugs flying toward the killer.)
  • Active: Target a path to follow it through the air. Once attached, the path will remove itself behind you.
    • (You can still get slowed or stunned.) (You can detach from the path at any point.) (While travelling, you cannot shoot or cast spells.) (You emit a fluttery trilling noise audible to enemies while travelling.)
15s chalk outline lifetime, follow speed is 1.2x killer base speed​

AP1​

+8s Chalk Outline Duration​

AP2​

Follow Speed is 2x Killer Base Speed​

AP3​

Turn Stealth, Silent, and Enable weapon Use While Travelling​

ULTIMATE: Most Wanted (125s)​

  • Select a suspect in your vision, on your map, or above a chalk outline to mark them Most Wanted.
    • (This includes revealed enemies who are visible through walls, to synergize with your Shining Light.)
  • Suspect will be revealed on the map and through walls with a bounty placed on their head. If the suspect dies under the effect of Most Wanted, award souls equal to the suspect's soul lead across the assistors.
    • (Incentivizes killing high-priority enemies in the lead instead of picking on someone who is behind.) (Poorer allies get a greater share of the bounty.) (If the suspect is not ahead of the assistor, do not award the bounty. They still get the normal kill reward, of course.)
8s duration​

AP1​

+2s duration​

AP2​

Revealed suspect act as a ward​

AP3​

Most Wanted applies Criminal Pursuit trail at your location​



I tried to create a niche in the game that hasn't really been filled yet, which is a supportive assassin. He doesn't the strongest ability to initiate a fight compared to other heroes, but if he plays reactively with his team (whether they're dead or alive,) he can mark and arrest enemies for his allies to attack. The APs on the Apprehend and Shining Light mean if you're fully levelled, you get a budget curse on an enemy if you spend all your cooldowns, which is really helpful in and out of team fights. He's also great at providing intel for his team so they can better gain control of the map. His Most Wanted ability is designed to support your team by giving them the incentive to really rush enemy carries and get paid for doing so. It also helps your team to prioritize a target in a team fight, and if being aggressive isn't in the cards, the reveal at least lets you know where that particular enemy will be for a few seconds. Once upgraded, the AOE ward will also let your team know if the enemies are preparing a large ambush. It's helpful either way, I think!

Let me know what you think of the design, both from a gameplay and art standpoint!
 
Well, to begin with, I like the characters that are based on "neighborhood" crippypasts like Mothman, Wendigo or Yeti. This style is very close to the occult
 
Although Abrams is narratively a detective, his gameplay in the game is to be the biggest and brawniest man.

Your character has a lot of interesting features to support the team and an exciting detective gameplay. For example, his weapon. The way you changed the auto attack, giving it a special feature for team play.
 
Thank you! I'm glad you like the design and kit!

You're right about Abrams, I really like everything about him, but as far as gameplay goes, he's definitely not really a detective. I think we agree that it's totally fine, but it did definitely make me itch for someone that is an actual intel-gathering sleuth that has the whole detective idea kinda engrained in the kit itself.

About the footsteps, I was thinking they would be visible only to Clue. I figured it would be awkward for other heroes because they can't actually use or reveal the paths themselves, but honestly, just seeing the path alone is a pretty great benefit. It might be too strong, but it would be really fun to see a chalk outline (you'd still be the only one able to see the chalk), walk over to it with a friend, reveal the path and then send them out to do the dirty work. Plus, it could always just be an AP upgrade if its too good. So yeah, I could go either way on it!
 
About the footsteps, I was thinking they would be visible only to Clue. I figured it would be awkward for other heroes because they can't actually use or reveal the paths themselves, but honestly, just seeing the path alone is a pretty great benefit. It might be too strong, but it would be really fun to see a chalk outline (you'd still be the only one able to see the chalk), walk over to it with a friend, reveal the path and then send them out to do the dirty work. Plus, it could always just be an AP upgrade if its too good. So yeah, I could go either way on it!
This ability combines well with initiator characters like mo&krill
 
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